JF_Aidan_Pryde
Regular
A lot of Beyond3D members contributed to some questions for Interviewing Tim Sweeney not so long ago and while I can't just reproduce the answers here, I did want to post some feedback.
He does not expect to rewrite the rendering engine from scratch as it'll take too long.
The 'fuzzy shadow' demo shown at NV30 will be used in this next gen engine. Was only running on one character, but he says now it's scalaing well. Implementation details not sure, but he mentioned shadow Z-buffers.
The engine will focus on this technology and high quality encoded textures (geometry based normal maps).
Other thoughts:
He doesn't think micro-polygons like renderman will happen for PC. The visual quality improvement is greater from better encoded textures than geometry.
Tim still holds the view that CPUs will make GPUs redundent in the future but high end machines will still ship with graphics accelerators. I mentioned bilinear filtering much faster on voodoo than P4. He says some may chose to do pixel shader based filtering once the hardware is fast enough. And that CPUs will be more efficient once the ops all become floating point.
He's not as optimistic as John C on 'only one more engine to write'. He sees the problem of realtime radiosity, then real time dynamic radiosity (for specular lighting) as taking many more decades to solve.
And on CELL, he emphasised the need for unified memory access. "You can't just send DMA packets everywhere" He said 16 cores is very reasonable and we're likely to see that from Intel / AMD in the future. But I don't think Mfa's question was word for word answered.
Sorry for the rush, must go away now. No internet access in the outback for 5 days. Will be back by Saturday. Have fun!
He does not expect to rewrite the rendering engine from scratch as it'll take too long.
The 'fuzzy shadow' demo shown at NV30 will be used in this next gen engine. Was only running on one character, but he says now it's scalaing well. Implementation details not sure, but he mentioned shadow Z-buffers.
The engine will focus on this technology and high quality encoded textures (geometry based normal maps).
Other thoughts:
He doesn't think micro-polygons like renderman will happen for PC. The visual quality improvement is greater from better encoded textures than geometry.
Tim still holds the view that CPUs will make GPUs redundent in the future but high end machines will still ship with graphics accelerators. I mentioned bilinear filtering much faster on voodoo than P4. He says some may chose to do pixel shader based filtering once the hardware is fast enough. And that CPUs will be more efficient once the ops all become floating point.
He's not as optimistic as John C on 'only one more engine to write'. He sees the problem of realtime radiosity, then real time dynamic radiosity (for specular lighting) as taking many more decades to solve.
And on CELL, he emphasised the need for unified memory access. "You can't just send DMA packets everywhere" He said 16 cores is very reasonable and we're likely to see that from Intel / AMD in the future. But I don't think Mfa's question was word for word answered.
Sorry for the rush, must go away now. No internet access in the outback for 5 days. Will be back by Saturday. Have fun!